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NPC/Monster Move #128

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dhannyjsb opened this issue Jan 25, 2019 · 6 comments
Closed

NPC/Monster Move #128

dhannyjsb opened this issue Jan 25, 2019 · 6 comments

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@dhannyjsb
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dhannyjsb commented Jan 25, 2019

I just realized, NPC and Monster not move and only standing for long time,
I already set gameserver.npcmovement.enable = true at ai.properties.
can you help me ?
Emu 5.8

@dhannyjsb
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Not Only for 5.8, but Monster on Emu 6.0 not move and wandering . .

Thanks

@FrozenKiller35
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FrozenKiller35 commented Jan 25, 2019

For every npc that should walk you need a route (check example walker_600200000_Lakrum.xml)
And those route_id has to be added to the NPC spawn example:


<!-- Crazed Anomos -->
<spawn npc_id="655240" respawn_time="29500">
        <spot x="451.32584" y="1367.4917" z="318.5739" h="8" walker_id="CRAZEDANOMOS"/>
</spawn>

OR
you add to every spawned NPC that should walk this:

random_walk="10" (random walk 10 steps)

<!-- Crazed Anomos -->
<spawn npc_id="655240" respawn_time="29500">
        <spot x="451.32584" y="1367.4917" z="318.5739" h="8" random_walk="10"/>
</spawn>

But be carefull this can take a lot of RAM if to much NPC walks ;)

@dhannyjsb
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Thank you.

@TheRealEaro
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First of all, I'm sorry for the necroing...
I've been tinkering with the emulator for a couple of days now and decided to add some of the missing walk routes, however I couldn't figure if there's a way to make the NPC stay still for a while (I tried repeating the same coordinates a couple of times, but it just ignores it).
Also is there a known way to make an NPC emote?

@MariellaDev
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Look at the TAG rest_time=x at the step line to pause at this place.

@TheRealEaro
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@MariellaDev Thanks a ton mate!

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4 participants